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ISIE 401 UI
9. Interaction Devices
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Keyboards and Keypads
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Keyboard layouts
QWERTY layout (Christopher Latham Sholes), Dvorak layout, ABCDE style
number pads – telephone* layout and calculator layout
wrist and hand placement awkward
Keys
½-inch-square keys (12 mm square), concave surface with a matte finish
40- to 125-gram force and a displacement of 3 to 5 mm, tactile and audible feedback
larger for reliable access, locking by embedded light, labels, home keys (F and J)
Function keys, Cursor movement keys -- inverted T arrangement, auto-repeat feature
Keyboards and keypads for small devices
reduced, wireless, foldable, virtual keyboards, softkeys
tap on virtual keyboards, handwrite on a touch sensitive surface (Graffiti)
Pointing Devices
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Pointing tasks
6 types of interaction tasks -- Select, Position, Orient, Path, Quantify, Text
direct control (light pen, touchscreen, stylus) vs. indirect control (mouse, trackball, joystick, etc)
Direct-control pointing devices
lightpen – incorporate a button – arm fatigue, hands obscuring part of the screen, users
removing hands from the keyboard, picking up the lightpen
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ISIE 401 UI
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touchscreen (fatigue, obscuring the screen, hand off keyboard, imprecise pointing,
smudging of the display) – land-on strategy, lift-off strategy
pointing on the LCD surface – handwriting recognition, stylus
Indirect-control pointing devices
more cognitive processing and hand-eye coordination
mouse, trackball, joystick, trackpoint, touchpad, graphics tablet
Comparison of pointing devices
direct pointing devices – fastest but the least accurate devices
mouse for speed and accuracy, mouse was found to be faster than the trackpoint
users’ tasks matter – browsing, precision pointing
Fitts’ Law
the pointing time is a function of the distance and the width
well established for adults users
Novel devices
foot controls, eye-tracking (Midas touch problem), DataGlove
ubiquitous computing and tangible user interfaces
handheld devices
Speech and Auditory Interfaces
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Discrete-word recognition
recognize individual words spoken by a specific person – 90-98% reliability for 100- to
10,000-word or larger vocabularies
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speaker dependent training, speaker independent system
hands are busy: mobility required; eyes occupied:harsh or cramped conditions
recognition rate – background sounds change, user is ill or under stress, similar vocabulary
more demanding of working memory than the hand/eye coordination
Continuous-speech recognition
difficulty in recognizing the boundaries between spoken words
Voice information systems
Speech generation
synthesis – in some cases, removal of speech generation
Non-speech auditory interfaces
audio tones – confirmation for most users, vital for the impaired; after 2 hrs, distraction
auditory icons (familiar sounds), earcons
Displays – Small and Large
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Display technology
CRT, LCDs, Plasma panel, LEDs, Electronic ink, Braille displays
Large displays
information wall displays (situation awareness), interactive wall displays, multiple desktop
displays
Heads-up and helmet-mounted displays
Mobile device displays
poor readability
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ISIE 401 UI
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Animation, image, and video
digital photography, optical character recognition, videodisks, CD-ROMs, digital
versatile disks (DVDs), motion picture experts group (MPEG), MP3
Printers
thermal printers, dot-matrix printers, inkjet printers, impact-line printers, laser printers
plotters, photographic printers
braille embossers
three-dimensional printers
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10. Collaboration
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Goals of Collaboration
collaboration by the goals and tasks of the participants:
Focused partnership – collaboration between two or three people; email, chat, instant messages,
voice mail, telephone, video conferencing, SMS, photo exchanging
Lecture or demo – one person sharing info with many users at remote sites; the start time and
duration is the same for all; no history keeping
Conferences – groups communicate at the same time or spread out over time, but with
participants distributed in space; a record of previous conversation, blogs, wikis
Structured work processes – let people with distinct organization roles collaborate on some task
Electronic Commerce – negotiations can be distributed in time and space
Meeting and decision support – face-to-face meeting with simultaneous contributions; anonymity
Electronic commerce – customers browsing and comparing prices, accurate recording and rapid
dissemination of results
Teledemocracy – produce consensus through online conferences, debates, and votes
online communities – communities of interest (Cols), communities of practice (CoPs), networked
communities
collaboratories
telepresence – immersive SD VR
time-space matrix (Ellis et al., 1991)
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Asynchronous Distributed Interfaces: Different Place, Different Time
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Electronic Mail
Newsgroups, listservers, discussion boards, conferences, blogs, and wikis
newsgroups – organized into hierarchies to help users to find topics of interest
listserv –individuals must subscribe to receive email notices online conference
discussion board – evolved from bulletin board
web-logs (blogs)
wikis – collaborative web pages that are open for anyone to add or revise content
online magazines, newsletters, journals
Online and networked communities
topically focused and geographically dispersed
shared goal, identity, or common interest and participate on a continuing basis
Synchronous Distributed Interfaces: Different Place, Same Time
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Chat, instant messaging, and texting
Audio and video conferencing
video conferencing, DTVC (desktop videoconferencing) – slow response time, background
noise, inappropriate lighting, eye contact difficulty, small image size, privacy invasion, jerky
motion
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Face to Face Interfaces: Same Place, Same Time
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Electronic meeting rooms, control rooms, and public spaces
brainstorming, voting, and ranking
parallel communication, anonymity, group memory, process structure, task support and
structure
Electronic classrooms
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11. Quality of Service
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Introduction
quality of service – time is precious; harmful mistakes should be avoided; reduce user frustration
focus on the decisions to be made by network designers and operators
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Models of Response-Time Impacts
response time – the number of seconds it takes from the moment users initiate an activity until the
computer begins to present results o the display or printer
lengthy (> 15 sec) response time – ↓ productivity,↑error rate, ↓satisfaction
more rapid (< 1 sec) – ↑ productivity, ↑ error rate for complex tasks
display rate – the speed, in characters per second (cps), at which characters appear for the user to
read – graphics in bytes per seconds
cognitive model of human performance -- useful in making predictions, designing interfaces,
formulating management policies
Robert B. Miller’s review (1968) – in situations where response time differ
1. Limitations of short-term and working memory
George Miller (1956) – “the magical number seven – plus or minus two” seven chunks of
info. in working memory for 15 to 30 seconds – familiarity
STM processes perceptual input, whereas WM is used to generate and implement solutions
visual distractions or noisy environments, anxiety, interference
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Sources of errors
interference, delay – preferred response time
long response time leads to wasted effort and more errors because a solution plan is
reviewed repeatedly
shorter response times may generate a faster pace in which solution plans are prepared
hastily and incompletely
3. Conditions for optimum problem solving
Wickelgren (1977) -- speed-accuracy tradeoffs
feedback -- graphical dynamic progress indicators
rapid task performance, lower error rates, high satisfaction
other conjectures may play a role in choosing the optimum interaction speed
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Expectations and Attitudes
acceptable response time – 2-second limit
1. previous experience
2. individual’s tolerance for delays
3. task complexity and the user’s familiarity with the task
longer response time – web-page content less interesting, lower in quality, negative user
perception of the companies
three conjectures
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User Productivity
changes in response time alter user productivity
users will adapt their work style to the response time
users pick up the pace of the interface, and they consistently prefer a faster pace error rates
increases
each task appears to have an optimal pace
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Variability in Response Time
people detect 8-percent changes in a 2 or 4 sec response time fixed short response time
modest variations in response time do not severely affect performance – adapting
physiological effect of response time higher error rates, higher systolic blood pressure, more
pronounced pain symptoms with shorter response time
an increase in variability of response time ( 50% of the mean) does not have any negative
influence on the performance
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Frustrating Experiences
major sources of problems – web browsing, e-mail, word processing
interface redesign, software quality improvement, network reliability increases
increased learning, careful use of services, self-control of their attitudes
spam, viruses
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ISIE 401 UI
12. Balancing Function and Fashion
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Error Messages
lack of knowledge, incorrect understanding, inadvertent slips
1. Specificity
2. Constructive guidance and positive tone
what uses need to do to set things right
3. User-centered phrasing
brevity
4. Appropriate physical format
mixed uppercase and lowercase messages
optimal placement – proximity, consistent place (the bottom line), dialog box not obscuring
the problem
alarm – users control
5. Development of effective messages
upgrade performance and greater job satisfaction
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Nonanthropomorphic Design
may give users an erroneous model of how computers work and the machine’s capacities
to clarify the differences between people and computers
an anthropomorphic interface can be distracting or produce anxiety for others
Walker, Sproull, & Subramani (1994) – “incautiously adding human characteristics like face,
voice, and facial expressions could make the experience for users worse than better”
external locus of control by animated characters – increase anxiety and reduce performance
use of first-person pronouns – deceive, mislead, confuse users
고려대학교 산업공학과
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Display Design
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Field layout / Empirical results
Display-complexity metrics
four task-independent metrics for alphanumeric displays
overall density, local density, grouping, layout complexity
displays that optimize search times do not necessarily optimize subjective ratings
fast performance grouping of items; high subjective ratings low local density and low layout
complexity
effective display design – 6 to 15 groups neatly laid out, surrounded by blanks, similarly structured
web-based designs were dramatically different – cool designs, hot images, attention-grabbing
layouts
more accurate prediction of user performance – integrating with task frequencies and sequences
layout appropriateness deal with buttons, boxes, lists
Window Design
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Coordinating multiple windows
coordinated windows – windows appear, change contents, and close as a direct result of user
actions in the task domain
coordination – a task concept that describe how information objects change based on user actions
tight coupling – interface concept that supports coordination
Synchronized scrolling
Hierarchical browsing
opening/closing windows
Saving/opening window state
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Image Browsing
overview and detailed view -- zoom factor 5-30 effective (additional intermediate view)
side-by-side placement, zoom-and-replace approach
fisheye views – magnified focus area while preserving the context in a single display
visually appealing, even compelling
but changing distortion may be disorienting and zoom factor never exceeds 5
Color
use color conservatively
limit the number of colors
recognize the power of color as a coding technique
ensure that color coding supports the task
have color coding appear with minimal user effort
place color coding under user control
design for monochrome first
consider the needs of color-deficient users
use color to help in formatting
be consistent in color coding
be alert to common expectations about color codes
be alert to problems with color pairings
use color changes to indicate status changes
use color in graphic displays for greater information density
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ISIE 401 UI
14. Information Search and Visualization
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Introduction
information retrieval information gathering, seeking, filtering, or visualization
database management data mining from data warehouses and data marts knowledge
networks or semantic webs
information search using traditional UI – hurdle for novice users and an inadequate for experts
task objects are represented by interface objects in structured relational databases, textual
document libraries, or multimedia document libraries
task actions (browsing or searching) represented by interface actions (scrolling, zooming, joining,
or linking
Tasks – specific/extended fact finding, exploration of availability, open-ended browsing and
problem analysis
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Searching in Textual Documents and Database Querying
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SQL – requires training, and even then users make frequent errors
natural-language queries – appealing but limited computer processing capacity
form-fillin queries and query-by-example
five-phase framework
Formulation: expressing the search source, fields, phrases, variants
Initiation of action: launching the search explicit, implicit initiation, dynamic query
Review of results: reading messages and outcomes sequence and cluster
Refinement: formulating the next step history buffer
Use: compiling or disseminating insight
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Multimedia Document Searches
image search -- query by image content (QBIC) search for distinctive features or search
for distinctive colors
Map search – search by features
Design or diagram search
Sound search
Video search
Animation search
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Advanced Filtering and Search Interfaces
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filtering with complex Boolean queries
automatic filtering
dynamic queries
faceted metadata search
collaborative filtering
multilingual searches
visual searches
Information Visualization
the use of interactive visual representations of abstract data to amplify cognition
visual-information-seeking mantra – overview first, zoom and filter, then details on demand
Data type by task taxonomy (TTT) and seven tasks (Box 14.2)
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1-D 1inear data
in a sequential manner – textual documents, dictionaries, alphabetical list of names
interface-design issues include what fonts, color, size to use, and what overview, scrolling,
or selection methods to provide for users
2-D map data
maps, floor plans, newspaper layouts
interface-domain features (size, color, opacity)
user tasks – to find adjacent items, regions containing items, paths between items and to
perform the seven basic tasks
3-D world data
molecules, the human body, and buildings
users’ tasks typically deal with continuous variables such as temperature or density
cope with the position and orientation when viewing the objects potential problems of
occlusion and navigation overviews, landmarks, teleoperation, multiple views and TUI
Multidimensional data
n attributes in a n-dimensional space (dynamic two-dimensional scattergram)
tasks include finding patterns, clusters, correlations, gaps and outliers
three-dimensional scattergram (disorientation and occlusion)
Temporal data
items have a start and finish time, and that items may overlap
finding all events before, after, or during time period and the seven basic tasks
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Tree data
Network data
shortest or least costly paths connecting two items or traversing the entire network
Overview task
movable field-of-view box (zoom factors of 3 to 30), fisheye strategy
Zoom task
Filter task
Details-on-demand task
simply click on an item to get a pop-up window with values of each of the attributes
Relate task
proximity, containment, connection, color coding; highlighting
History task
history of actions to support undo, replay, and progressive refinement
Extract task
Challenges for information visualization
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